//实现TableViewDataSource接口 //初始化/刷新每个格子 public TableViewCell tableCellAtIndex(UIGridView table, TableViewCell cell, int idx) { BagItemTableViewCell itemCell = cell as BagItemTableViewCell; ItemInventory item = null; if (itemCell == null) { itemCell = new BagItemTableViewCell(); item = ItemInventory.Create(m_equipInfos[idx]); itemCell._ItemInventory = item; } else { item = itemCell._ItemInventory; item.Flush(m_equipInfos[idx]); } EventTriggerClick.Get(item.gameObject).onClick = (o) => { SelectItem(table, item, itemCell.Idx); }; if (m_selectIdx == -1 || (m_selectIdx >= 0 && m_selectIdx == idx)) { SelectItem(table, item, idx); } return(itemCell); }
public int numberOfCellsInTableView(UIGridView table) { if (datas != null) { return(datas.Count); } return(0); }
public void tableCellWillRecycle(UIGridView table, TableViewCell cell) { //if (m_UIHero != null) //{ // UILevelTableViewCell itemCell = cell as UILevelTableViewCell; // m_UIHero.tableCellWillRecycle(table, itemCell._UILevelItem); //} }
public void Init(GameObject objRoot) { m_gridView = objRoot.gameObject.GetComponent <UIGridView>(); if (m_gridView == null) { m_gridView = objRoot.gameObject.AddComponent <UIGridView>(); } m_gridView.Init(); m_gridView.DataSource = this; m_gridView.ViewCellDelegate = this; }
public void SelectItem(UIGridView table, UILevelItem selectItem, int Idx) { if (datas != null) { m_SelectedHero = selectItem.level_data; if (m_SelectedHero != null && GameData.GetPassedLevel(m_SelectedHero.Level_Difficulty) >= m_SelectedHero.CurrentLevel) { GameControl.Instance.PlayGame(GameType.Custom, m_SelectedHero.Level_Difficulty, m_SelectedHero.CurrentLevel); SDK.Instance.StartLevel(string.Format("进入关卡{0}难度{1}类型{2}", m_SelectedHero.CurrentLevel, m_SelectedHero.Level_Difficulty, GameType.Custom)); } } }
public void Init(GameObject objRoot) { m_equipPart = (EquipPart)Player.Instance.GetPart(emPartType.emPart_Equip); m_gridView = objRoot.gameObject.GetComponent <UIGridView>(); if (m_gridView == null) { m_gridView = objRoot.gameObject.AddComponent <UIGridView>(); } m_gridView.Init(); m_gridView.DataSource = this; m_gridView.ViewDelegate = this; }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (_grid == null) { _grid = target as UIGridView; _gridLayoutGroup = _grid.GetComponent <GridLayoutGroup>(); } if (GUILayout.Button("Generate Grid!")) { GenerateGrid(); } }
public void SelectItem(UIGridView table, ItemInventory selectItem, int Idx) { m_haveSelectItem = true; ItemInventory oldItem = null; if (m_selectIdx >= 0) { BagItemTableViewCell itemCell = table.cellAtIndex(m_selectIdx) as BagItemTableViewCell; if (itemCell != null) { oldItem = itemCell._ItemInventory; } } m_selectIdx = Idx; if (m_clickEquipItemCB != null) { m_clickEquipItemCB(oldItem, selectItem); } ; }
public TableViewCell tableCellAtIndex(UIGridView table, TableViewCell cell, int idx) { UILevelTableViewCell itemCell = cell as UILevelTableViewCell; UILevelItem m_UILevelItem = null; if (itemCell == null) { itemCell = new UILevelTableViewCell(); m_UILevelItem = UILevelItem.Create(); itemCell._UILevelItem = m_UILevelItem; FlushItem(m_UILevelItem, idx); EventTriggerClick.Get(m_UILevelItem.gameObject).onClick = (o) => { SelectItem(table, m_UILevelItem, itemCell.Idx); }; } else { m_UILevelItem = itemCell._UILevelItem; FlushItem(m_UILevelItem, idx); } return(itemCell); }
//实现TableViewDataSource接口 //返回格子数量 public int numberOfCellsInTableView(UIGridView table) { return(m_equipInfos.Count); }